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49 Commits

Author SHA1 Message Date
Petr Mikheev
f1beaa7b8c Put ESMStore to Environment 2023-04-20 21:45:49 +02:00
Evil Eye
702de406ff Take skill into account when summoning weapons 2023-02-25 14:20:04 +01:00
Evil Eye
ad76b0374a Increase priority of Bound and Summon spells 2023-02-25 14:19:50 +01:00
Evil Eye
0a4f65c20b Prioritise Absorb Attribute and Skill similarly to Damage and Drain 2022-12-29 12:41:37 +01:00
Evil Eye
dfca5d95c2 Don't apply spell multiplier to on hit enchantments 2022-12-29 12:40:10 +01:00
florent.teppe
65cdd489fb create a specific esm reader function for RefID to avoid allocation for string and then again for RefId
Fixed some types

removed useless header

applied clang format

fixed compile tests

fixed clang tidy, and closer to logic before this MR

Removed hardcoded refids

unless there is a returned value we don't use static RefIds
can use == between RefId and hardcoded string

Fix clang format

Fixed a few instances where std::string was used, when only const std::string& was needed

removed unused variable
2022-12-27 19:15:57 +01:00
fteppe
c8bb733360 removed clear() function, the only way to change the Id from the outside is from the assignment operator
replaced ciEqual with == operator
2022-12-27 19:15:55 +01:00
fteppe
125b21de20 Initial commit: In ESM structures, replace the string members that are RefIds to other records, to a new strong type
The strong type is actually just a string underneath, but this will help in the future to have a distinction so it's easier to search and replace when we use an integer ID

Slowly going through all the changes to make, still hundreds of errors

a lot of functions/structures use std::string or stringview to designate an ID. So it takes time

Continues slowly replacing ids. There are technically more and more compilation errors

I have good hope that there is a point where the amount of errors will dramatically go down as all the main functions use the ESM::RefId type

Continue moving forward, changes to the stores

slowly moving along

Starting to see the fruit of those changes.

still many many error, but more and more Irun into a situation where a function is sandwiched between two functions that use the RefId type.

More replacements. Things are starting to get easier

I can see more and more often the issue is that the function is awaiting a RefId, but is given a string
there is less need to go down functions and to fix a long list of them.

Still moving forward, and for the first time error count is going down!

Good pace, not sure about topics though, mId and mName are actually the same thing and are used interchangeably

Cells are back to using string for the name, haven't fixed everything yet. Many other changes

Under the bar of 400 compilation errors.

more good progress <100 compile errors!

More progress

Game settings store can use string for find, it was a bit absurd how every use of it required to create refId from string

some more progress on other fronts

Mostly game settings clean

one error opened a lot of other errors. Down to 18, but more will prbably appear

only link errors left??

Fixed link errors

OpenMW compiles, and launches, with some issues, but still!
2022-12-27 19:15:54 +01:00
elsid
843753da14
Remove unused includes 2022-10-09 16:44:18 +02:00
clang-format-bot
ddb0522bbf
Apply clang-format to code base 2022-09-22 21:35:26 +03:00
elsid
410a2881fe
Add comma to the last array element to prevent putting multiple elements on a single line 2022-09-14 00:36:02 +02:00
florent.teppe
0dd529ab1d With the records include removed from store.hpp, need to include the relevant files accross the codebase.Lots of touched files, but very little done 2022-09-06 13:26:13 +02:00
florent.teppe
1ced0c912e partially revert "Store: moved all the template specialization to its own heaper file, included where it's needed"
This reverts commit 80a25bcd3021f7ebfaf2f864e34532009b9b8aeb.
It didn't really make sense to do all those changes in the same MR

partially Revert "Store refactoring: more forgotten storeSpecialization.hpp"

This reverts commit 9943a5bc96b9025f06cbaac5bb7f1bf51ebc746f.

removed remaining references to storeSpecialization  CMakeLists.txt,  and landmanager.cpp
2022-09-05 17:35:06 +02:00
florent.teppe
3a62ef3a99 Store added storespecialization to cmakelist, and removed the captial first letter 2022-09-05 17:34:40 +02:00
florent.teppe
0d85e7db7d Store: moved all the template specialization to its own heaper file, included where it's needed
in the esm store a function is defined in the cpp file to not rely on the knowledge of store.hpp in the header file
2022-09-05 17:34:22 +02:00
Evil Eye
685906afdf Make getScript return string_view 2022-08-11 22:51:55 +02:00
ζeh Matt
841fd9618f
Rename DrawState_ to DrawState and use enum class 2022-07-17 20:50:26 +03:00
Bret Curtis
d1fb854521 move most of the files from esm to esm3, keep common code in esm; this is make space for a future with esm4
esm typo

esm typo
2022-01-23 17:04:48 +01:00
Evil Eye
aab0473c28 Only prevent recasting by the actor who cast the spell 2022-01-03 21:05:14 +01:00
Evil Eye
1a2fde04bb Clarify logic 2021-11-08 17:28:54 +01:00
Evil Eye
11ed594910 Improve AI rating of bound effects 2021-11-07 22:13:27 +01:00
Bo Svensson
ef906cbfa8
improves MWClass mapping (#3166)
Currently, we use a peculiar mapping of ESM classes by their std::type_info::name. This mapping is an undefined behaviour because std::type_info::name is strictly implementation defined. It could return a non-unique value on some platforms. With this PR we use the unsigned int sRecordId of the ESM class as a more efficient lookup type that does not build on undefined behaviour. We can expect marginally faster save-game loading with these changes as well.
2021-10-11 13:46:21 +02:00
Evil Eye
dc1fe62dde Overhaul magic effects to work with onApply and onEnd events 2021-09-29 19:25:10 +02:00
jvoisin
be371ccd9f An another pass 2021-04-30 20:27:33 +02:00
Capostrophic
51c0806a31 Use AppliedOnce flag in more effect duration calculations (#5425) 2020-05-24 18:37:21 +03:00
Capostrophic
8d22e075e6 Separate functions that don't belong to CastSpell class 2020-04-26 22:17:38 +03:00
Capostrophic
db13984db0 Separate spell resistance 2020-04-26 21:13:59 +03:00
Capostrophic
5973285446 Move isSummoningEffect to summoning 2020-04-26 21:13:59 +03:00
Alexei Dobrohotov
307e9ba666
Merge pull request #2413 from akortunov/weapon
Refactor weapon types behaviour
2019-08-09 20:02:10 +03:00
capostrophic
a9c4b18d38 Make sure cast chance checks mana when necessary (bug #5112) 2019-08-09 19:27:25 +03:00
Andrei Kortunov
f0cef772fa Refactor weapon types behaviour
1. Move weapon types behaviour from switches to the table (should allow
us to de-hardcode weapon types later)
2. Gereralize bones injection to actors skeletons (instead of using the
hardcoded xbase_anim_sh.nif)
2019-08-09 19:40:27 +04:00
Andrei Kortunov
5f0c8a4783 Combat AI: decrease priority multiplier for enchantments (bug #3830) 2019-03-09 22:05:24 +04:00
Andrei Kortunov
3032b177a1 Remove redundant includes 2019-02-23 08:02:12 +04:00
Capostrophic
c03ed4cd50 Include cleanup 2019-02-19 18:40:33 +03:00
Capostrophic
09aecb955c getSkill usage cleanup (bug #4671) 2018-10-08 17:06:30 +03:00
Capostrophic
9408876b58 Utilize AI GMSTs for priority rating (feature #4632)
Fix on-target effect rating calculation
2018-09-06 17:39:37 +03:00
Capostrophic
ceb6121b33 Better checks for enemy incapacitation 2018-09-01 12:13:18 +03:00
Capostrophic
533b72eff6 Cache weapon type strings 2018-09-01 12:13:18 +03:00
Capostrophic
00c847db19 Make AI Blind, Sound and Silence effect rating more logical 2018-09-01 12:13:18 +03:00
Marc Zinnschlag
78a84042ad Merged pull request #1901 2018-09-01 11:08:24 +02:00
Capostrophic
7ef6fa9f61 Remove deprecated GMST get* functions 2018-08-29 18:38:12 +03:00
Andrei Kortunov
5d54214acb Optimize combat action iteration 2018-08-29 17:20:34 +04:00
Andrei Kortunov
5455490ad2 Avoid fall-through in spell selection 2018-06-28 11:12:48 +04:00
Andrei Kortunov
eccb49da18 Do not summon the bound bow if there is no suitable ammo 2018-01-11 21:08:30 +04:00
Andrei Kortunov
e799cbdb51 Combat AI: allow only one summoned creature at time 2017-08-22 09:18:49 +04:00
scrawl
c231d20413 Merge pull request #1362 from akortunov/spellpriority
Combat AI: use WhenUsed enchantments [Feedback needed]
2017-08-16 21:23:57 +00:00
Andrei Kortunov
1e983604db Dispel only effects from spells (bug #3995) 2017-08-15 09:35:29 +04:00
Andrei Kortunov
cf7a6232d0 Combat AI: use WhenUsed enchantments 2017-08-05 12:18:38 +04:00
Andrei Kortunov
604f9ee323 Split weapons and spells rating code from combat actions 2017-08-01 09:05:35 +04:00